Add (broken) visibility
This commit is contained in:
parent
3202549a2a
commit
3638295e6c
1 changed files with 228 additions and 13 deletions
231
bundle/main.lua
231
bundle/main.lua
|
@ -1,6 +1,9 @@
|
|||
local cavern = {}
|
||||
local tiletypes = {unknown = 0, empty = 1, wall = 2}
|
||||
|
||||
local visibility_map = {}
|
||||
local remembered_cavern = {}
|
||||
|
||||
local spawn_x = nil
|
||||
local spawn_y = nil
|
||||
|
||||
|
@ -56,12 +59,12 @@ function generateCavern()
|
|||
table.insert(queue, {x = spawn_x + 1, y = spawn_y})
|
||||
|
||||
repeat
|
||||
queue, size = stepTilesGeneration(queue, size)
|
||||
queue, size = stepCavernGeneration(queue, size)
|
||||
until #queue == 0
|
||||
until size > 200
|
||||
end
|
||||
|
||||
function stepTilesGeneration(queue, size)
|
||||
function stepCavernGeneration(queue, size)
|
||||
-- Tuning this parameter will change how open and cavernous vs. closed and corridory the
|
||||
-- cavern will be
|
||||
local spread_probability = 0.6
|
||||
|
@ -133,6 +136,185 @@ function spawnPlayer()
|
|||
end
|
||||
end
|
||||
|
||||
-- ------------------------------------------------------------------
|
||||
-- Visibility
|
||||
-- ------------------------------------------------------------------
|
||||
|
||||
function generateVisibilityMap()
|
||||
-- Start by creating a new visibility map (since we'll have to recompute everything anyways)
|
||||
visibility_map = {}
|
||||
for x = 1, cavern.width do
|
||||
local list = {}
|
||||
for y = 1, cavern.height do
|
||||
table.insert(list, false)
|
||||
end
|
||||
table.insert(visibility_map, list)
|
||||
end
|
||||
|
||||
-- Handle visibility from the head
|
||||
local queue = {}
|
||||
|
||||
if player_direction == directions.up then
|
||||
-- ⌜^⌝
|
||||
-- <o>
|
||||
table.insert(queue, {x = player_x - 1, y = player_y - 1, direction = directions.upleft})
|
||||
table.insert(queue, {x = player_x, y = player_y - 1, direction = directions.up})
|
||||
table.insert(queue, {x = player_x + 1, y = player_y - 1, direction = directions.upright})
|
||||
|
||||
table.insert(queue, {x = player_x - 1, y = player_y, direction = directions.left})
|
||||
table.insert(queue, {x = player_x + 1, y = player_y, direction = directions.right})
|
||||
elseif player_direction == directions.left then
|
||||
-- ⌜^
|
||||
-- <o
|
||||
-- ⌞v
|
||||
table.insert(queue, {x = player_x - 1, y = player_y - 1, direction = directions.upleft})
|
||||
table.insert(queue, {x = player_x, y = player_y - 1, direction = directions.up})
|
||||
|
||||
table.insert(queue, {x = player_x - 1, y = player_y, direction = directions.left})
|
||||
|
||||
table.insert(queue, {x = player_x - 1, y = player_y + 1, direction = directions.downleft})
|
||||
table.insert(queue, {x = player_x, y = player_y + 1, direction = directions.down})
|
||||
elseif player_direction == directions.down then
|
||||
-- <o>
|
||||
-- ⌞v⌟
|
||||
table.insert(queue, {x = player_x - 1, y = player_y, direction = directions.left})
|
||||
table.insert(queue, {x = player_x + 1, y = player_y, direction = directions.right})
|
||||
|
||||
table.insert(queue, {x = player_x - 1, y = player_y + 1, direction = directions.downleft})
|
||||
table.insert(queue, {x = player_x, y = player_y + 1, direction = directions.down})
|
||||
table.insert(queue, {x = player_x + 1, y = player_y + 1, direction = directions.downright})
|
||||
elseif player_direction == directions.right then
|
||||
-- ^⌝
|
||||
-- o>
|
||||
-- v⌟
|
||||
table.insert(queue, {x = player_x, y = player_y - 1, direction = directions.up})
|
||||
table.insert(queue, {x = player_x + 1, y = player_y - 1, direction = directions.upright})
|
||||
|
||||
table.insert(queue, {x = player_x + 1, y = player_y, direction = directions.right})
|
||||
|
||||
table.insert(queue, {x = player_x, y = player_y + 1, direction = directions.down})
|
||||
table.insert(queue, {x = player_x + 1, y = player_y + 1, direction = directions.downright})
|
||||
else
|
||||
error("Player facing an impossible direction")
|
||||
end
|
||||
|
||||
repeat
|
||||
queue = stepVisibilityMapGeneration(queue)
|
||||
until #queue == 0
|
||||
|
||||
-- Handle "visibility" from the feet
|
||||
local body_x, body_y = getBodyLocation()
|
||||
|
||||
if player_direction == directions.up then
|
||||
-- <x>
|
||||
-- v
|
||||
visibility_map[body_x - 1][body_y] = true
|
||||
visibility_map[body_x + 1][body_y] = true
|
||||
|
||||
visibility_map[body_x][body_y + 1] = true
|
||||
elseif player_direction == directions.left then
|
||||
-- ^
|
||||
-- x>
|
||||
-- v
|
||||
visibility_map[body_x][body_y - 1] = true
|
||||
|
||||
visibility_map[body_x + 1][body_y] = true
|
||||
|
||||
visibility_map[body_x][body_y + 1] = true
|
||||
elseif player_direction == directions.down then
|
||||
-- ^
|
||||
-- <x>
|
||||
visibility_map[body_x][body_y - 1] = true
|
||||
|
||||
visibility_map[body_x - 1][body_y] = true
|
||||
visibility_map[body_x + 1][body_y] = true
|
||||
elseif player_direction == directions.right then
|
||||
-- ^
|
||||
-- <x
|
||||
-- v
|
||||
visibility_map[body_x][body_y - 1] = true
|
||||
|
||||
visibility_map[body_x - 1][body_y] = true
|
||||
|
||||
visibility_map[body_x][body_y + 1] = true
|
||||
else
|
||||
error("Player facing an impossible direction")
|
||||
end
|
||||
end
|
||||
|
||||
function stepVisibilityMapGeneration(queue)
|
||||
-- TODO: Handle corners somehow correctly
|
||||
-- Do a modified floodfill, where each cell will only expand in its given direction, not
|
||||
-- every direction like in a normal floodfill
|
||||
local new_queue = {}
|
||||
|
||||
for i, item in ipairs(queue) do
|
||||
visibility_map[item.x][item.y] = true
|
||||
|
||||
if cavern[item.x][item.y] == tiletypes.empty then
|
||||
-- Did not yet hit a wall
|
||||
if item.direction == directions.up then
|
||||
table.insert(new_queue, {x = item.x, y = item.y - 1, direction = directions.up})
|
||||
elseif item.direction == directions.left then
|
||||
table.insert(new_queue, {x = item.x - 1, y = item.y, direction = directions.left})
|
||||
elseif item.direction == directions.down then
|
||||
table.insert(new_queue, {x = item.x, y = item.y + 1, direction = directions.down})
|
||||
elseif item.direction == directions.right then
|
||||
table.insert(new_queue, {x = item.x + 1, y = item.y, direction = directions.right})
|
||||
elseif item.direction == directions.upleft then
|
||||
-- ⌜^
|
||||
-- ⌜ <x
|
||||
table.insert(new_queue, {x = item.x - 1, y = item.y - 1, direction = directions.upleft})
|
||||
table.insert(new_queue, {x = item.x, y = item.y - 1, direction = directions.up})
|
||||
table.insert(new_queue, {x = item.x - 1, y = item.y, direction = directions.left})
|
||||
elseif item.direction == directions.downleft then
|
||||
-- ⌞ <x
|
||||
-- ⌞v
|
||||
table.insert(new_queue, {x = item.x - 1, y = item.y, direction = directions.left})
|
||||
table.insert(new_queue, {x = item.x - 1, y = item.y + 1, direction = directions.downleft})
|
||||
table.insert(new_queue, {x = item.x, y = item.y + 1, direction = directions.down})
|
||||
elseif item.direction == directions.downright then
|
||||
-- ⌟ x>
|
||||
-- v⌟
|
||||
table.insert(new_queue, {x = item.x + 1, y = item.y, direction = directions.right})
|
||||
table.insert(new_queue, {x = item.x, y = item.y + 1, direction = directions.down})
|
||||
table.insert(new_queue, {x = item.x + 1, y = item.y + 1, direction = directions.downright})
|
||||
elseif item.direction == directions.upright then
|
||||
-- ^⌝
|
||||
-- ⌝ x>
|
||||
table.insert(new_queue, {x = item.x, y = item.y - 1, direction = directions.up})
|
||||
table.insert(new_queue, {x = item.x + 1, y = item.y - 1, direction = directions.upright})
|
||||
table.insert(new_queue, {x = item.x + 1, y = item.y, direction = directions.right})
|
||||
else
|
||||
error("Visibility floodfill item travelling in an impossible direction")
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return new_queue
|
||||
end
|
||||
|
||||
function initializeRememberedCavern()
|
||||
remembered_cavern = {}
|
||||
for x = 1, cavern.width do
|
||||
local list = {}
|
||||
for y = 1, cavern.height do
|
||||
table.insert(list, nil)
|
||||
end
|
||||
table.insert(remembered_cavern, list)
|
||||
end
|
||||
end
|
||||
|
||||
function rememberVisible()
|
||||
for x, list in ipairs(visibility_map) do
|
||||
for y, visible in ipairs(list) do
|
||||
if visible then
|
||||
remembered_cavern[x][y] = cavern[x][y]
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- ------------------------------------------------------------------
|
||||
-- Player helper functions
|
||||
-- ------------------------------------------------------------------
|
||||
|
@ -200,7 +382,7 @@ function movePlayer(direction)
|
|||
dx = -1
|
||||
new_direction = directions.down
|
||||
else
|
||||
new_direction = player_direction
|
||||
error("Player facing an impossible direction")
|
||||
end
|
||||
elseif direction == directions.downleft then
|
||||
if player_direction == directions.up then
|
||||
|
@ -222,7 +404,7 @@ function movePlayer(direction)
|
|||
dx = -1
|
||||
new_direction = directions.up
|
||||
else
|
||||
new_direction = player_direction
|
||||
error("Player facing an impossible direction")
|
||||
end
|
||||
elseif direction == directions.downright then
|
||||
if player_direction == directions.up then
|
||||
|
@ -244,7 +426,7 @@ function movePlayer(direction)
|
|||
dy = 1
|
||||
new_direction = directions.down
|
||||
else
|
||||
new_direction = player_direction
|
||||
error("Player facing an impossible direction")
|
||||
end
|
||||
elseif direction == directions.upright then
|
||||
if player_direction == directions.up then
|
||||
|
@ -266,7 +448,7 @@ function movePlayer(direction)
|
|||
dy = -1
|
||||
new_direction = directions.up
|
||||
else
|
||||
new_direction = player_direction
|
||||
error("Player facing an impossible direction")
|
||||
end
|
||||
else
|
||||
error("Player moving in an impossible direction")
|
||||
|
@ -291,6 +473,8 @@ function love.load()
|
|||
|
||||
generateCavern()
|
||||
spawnPlayer()
|
||||
generateVisibilityMap()
|
||||
initializeRememberedCavern()
|
||||
end
|
||||
|
||||
function love.update(dt)
|
||||
|
@ -300,22 +484,40 @@ function love.keypressed(key)
|
|||
if key == 'r' then
|
||||
generateCavern()
|
||||
spawnPlayer()
|
||||
generateVisibilityMap()
|
||||
initializeRememberedCavern()
|
||||
elseif key == 'i' then
|
||||
rememberVisible()
|
||||
movePlayer(directions.up)
|
||||
generateVisibilityMap()
|
||||
elseif key == 'j' then
|
||||
rememberVisible()
|
||||
movePlayer(directions.left)
|
||||
generateVisibilityMap()
|
||||
elseif key == 'k' then
|
||||
rememberVisible()
|
||||
movePlayer(directions.down)
|
||||
generateVisibilityMap()
|
||||
elseif key == 'l' then
|
||||
rememberVisible()
|
||||
movePlayer(directions.right)
|
||||
generateVisibilityMap()
|
||||
elseif key == 'u' then
|
||||
rememberVisible()
|
||||
movePlayer(directions.upleft)
|
||||
generateVisibilityMap()
|
||||
elseif key == 'm' then
|
||||
rememberVisible()
|
||||
movePlayer(directions.downleft)
|
||||
generateVisibilityMap()
|
||||
elseif key == '.' then
|
||||
rememberVisible()
|
||||
movePlayer(directions.downright)
|
||||
generateVisibilityMap()
|
||||
elseif key == 'o' then
|
||||
rememberVisible()
|
||||
movePlayer(directions.upright)
|
||||
generateVisibilityMap()
|
||||
elseif key == 'q' then
|
||||
love.event.quit()
|
||||
else
|
||||
|
@ -328,11 +530,14 @@ function love.draw()
|
|||
local y_scale = love.graphics.getHeight() / cavern.height
|
||||
|
||||
-- Draw the cavern
|
||||
for tile_x, list in ipairs(cavern) do
|
||||
for tile_x, list in ipairs(visibility_map) do
|
||||
local x = (tile_x - 1) * x_scale
|
||||
for tile_y, tile in ipairs(list) do
|
||||
for tile_y, visible in ipairs(list) do
|
||||
local y = (tile_y - 1) * y_scale
|
||||
|
||||
if visible then
|
||||
tile = cavern[tile_x][tile_y]
|
||||
|
||||
if tile == tiletypes.empty then
|
||||
love.graphics.setColor(0, 0, 0)
|
||||
elseif tile == tiletypes.wall then
|
||||
|
@ -340,6 +545,16 @@ function love.draw()
|
|||
else
|
||||
love.graphics.setColor(1, 0.5, 0.5)
|
||||
end
|
||||
else
|
||||
tile = remembered_cavern[tile_x][tile_y]
|
||||
if tile == tiletypes.empty then
|
||||
love.graphics.setColor(0.2, 0.2, 0.2)
|
||||
elseif tile == tiletypes.wall then
|
||||
love.graphics.setColor(0.8, 0.8, 0.8)
|
||||
else
|
||||
love.graphics.setColor(0.3, 0.3, 0.3)
|
||||
end
|
||||
end
|
||||
|
||||
love.graphics.rectangle('fill', x, y, x_scale, y_scale)
|
||||
end
|
||||
|
|
Loading…
Reference in a new issue